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159 lines
5.2 KiB
159 lines
5.2 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_MATCHMAKING_DASHBOARD_H
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#define TF_MATCHMAKING_DASHBOARD_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_match_join_handlers.h"
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#include <vgui_controls/EditablePanel.h>
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#include "tf_controls.h"
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#include <vgui_controls/PHandle.h>
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#include "local_steam_shared_object_listener.h"
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CUtlVector< class CTFMatchmakingPopup* >& CreateMMPopupPanels( bool bRecreate = false );
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class CTFMatchmakingDashboard* GetMMDashboard();
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class CMMDashboardParentManager* GetMMDashboardParentManager();
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bool BInEndOfMatch();
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//-----------------------------------------------------------------------------
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// Purpose: Popup that goes underneath the dashboard and displays anything
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// important the user needs to know about
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//-----------------------------------------------------------------------------
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class CTFMatchmakingPopup : public CExpandablePanel
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, public CGameEventListener
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, public IMatchJoiningHandler
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{
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friend class CTFMatchmakingPopupState;
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friend class CTFMatchmakingDashboard;
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DECLARE_CLASS_SIMPLE( CTFMatchmakingPopup, CExpandablePanel );
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public:
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CTFMatchmakingPopup( const char* pszName, const char* pszResFile );
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virtual ~CTFMatchmakingPopup();
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme ) OVERRIDE;
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virtual void OnThink() OVERRIDE;
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virtual void OnCommand( const char *command ) OVERRIDE;
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virtual void OnTick() OVERRIDE;
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virtual void OnEnter();
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virtual void OnUpdate();
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virtual void OnExit();
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virtual void Update();
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virtual void FireGameEvent( IGameEvent *pEvent ) OVERRIDE;
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private:
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virtual void MatchFound() {} // We dont need to do anything special
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virtual bool ShouldBeActve() const = 0;
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void UpdateRematchtime();
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void UpdateAutoJoinTime();
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bool m_bActive;
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const char* m_pszResFile;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Matchmaking panel that contains controls for matchmaking
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//-----------------------------------------------------------------------------
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class CTFMatchmakingDashboard : public CExpandablePanel
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{
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public:
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DECLARE_CLASS_SIMPLE( CTFMatchmakingDashboard, CExpandablePanel );
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CTFMatchmakingDashboard();
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virtual ~CTFMatchmakingDashboard();
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme ) OVERRIDE;
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virtual void OnCommand( const char *command ) OVERRIDE;
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virtual void OnTick() OVERRIDE;
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};
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//-----------------------------------------------------------------------------
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// CMMDashboardParentManager
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// Purpose: This guy keeps the MM dashboard as the top-most panel but does so
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// *without making it a popup*. This is important because popups look
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// awful whenever they overlap and transparency is involved. This class
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// does its dirty work by keeping track of the top-most fullscreen popup
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// and setting that panel as the MM dashboard's parent. When that popup
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// goes away, we set the parent to the next popup on the stack, or to
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// the GameUI if none are active. If we're in-game, then we parent to
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// the our special popup container. Why not always just parent to that
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// single popup container? Because we want the MINIMUM mouse focus area
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// possible because the dashboard is not a rectangle (it grows/shrinks).
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//
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//
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// If anything draws on top of the MM dashboard and you dont want it to
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// have that panel add itself to this class using PushModalFullscreenPopup
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// when it goes visible and PopModalFullscreenPopup when it hides itself
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//-----------------------------------------------------------------------------
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class CMMDashboardParentManager : public CGameEventListener
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{
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public:
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friend class CTFMatchmakingDashboard;
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friend class CTFMatchmakingPopup;
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CMMDashboardParentManager();
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virtual void FireGameEvent( IGameEvent *event ) OVERRIDE;
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void PushModalFullscreenPopup( vgui::Panel* pPanel );
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void PopModalFullscreenPopup( vgui::Panel* pPanel );
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void UpdateParenting();
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private:
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void AddPanel( CExpandablePanel* pPanel );
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void RemovePanel( CExpandablePanel* pPanel );
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void AttachToGameUI();
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void AttachToTopMostPopup();
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bool m_bAttachedToGameUI;
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class CUtlSortVectorPanelZPos
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{
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public:
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bool Less( const vgui::Panel* lhs, const vgui::Panel* rhs, void * )
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{
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return lhs->GetZPos() < rhs->GetZPos();
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}
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};
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CUtlSortVector< CExpandablePanel*, CUtlSortVectorPanelZPos > m_vecPanels;
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CUtlVector< vgui::Panel* > m_vecFullscreenPopups;
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vgui::PHandle m_pHUDPopup;
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};
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class IMMPopupFactory
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{
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public:
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virtual CTFMatchmakingPopup* Create() const = 0;
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static CUtlVector< IMMPopupFactory* > s_vecPopupFactories;
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};
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template< typename Type >
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class CMMPopupFactoryImplementation : public IMMPopupFactory
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{
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public:
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CMMPopupFactoryImplementation( const char* pszName, const char* pszResFile ) : m_pszName( pszName ), m_pszResFile( pszResFile )
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{ s_vecPopupFactories.AddToTail( this ); }
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virtual CTFMatchmakingPopup* Create() const OVERRIDE { return new Type( m_pszName, m_pszResFile ); }
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private:
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const char* m_pszName;
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const char* m_pszResFile;
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};
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#define REG_MM_POPUP_FACTORY( type, name, resfile ) CMMPopupFactoryImplementation< type > g_##type##Factory( name, resfile );
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#endif // TF_MATCHMAKING_DASHBOARD_H
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